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File: 1791115355124721.png (1.39 MB, 2560x1440)
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"Pathtracing is bad because... BECAUSE I'M POOR OKAY"
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>>110099852
>>110099920
Only poors don't render every single photon to the nth. hbar-cels can't even.
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>>110099852
Looks fake. Like the shadows are on low what do they even change so much with PT?

I feel PT even more overhyped than RT, which at this point can be viable in some games if well optimized. Like in War Thunder on my 9070 XT. When I turned on PT I would get 60 and less FPS even with upscaling for little visual improvement.

See RT as a bonus that comes on top of ultra settings. Just as in original Kingdom Come where it claims "for future hardware" in the settings. You can enjoy the game without it. I've also reverted from playing Darktide with RT, while only GI works it has some bug that causes everything to shutter after one round. Performance without RT is much more stable, but game is not well optimized either. It still had severe issues, framedrops or even crashes on certain maps. Such games are best ignored until they fix it if you can't live without RT.
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>>110099920
yeah Im sure lots of offline rendering pros are real happy theres super fast RT acceleration with consumer grade gpus now
Instead of minutes per frame you wait a second
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>>110099852
Path tracing isn't bad. It's slow. Even on a 5090. Unless you DLSS it down to 480p, but then it looks like shit anyway.
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>>110099953
>what do they even change so much with PT?
Crisp lighting reflections without having to render planar reflections. Once you realize that the mirror is an actual mirror things change.
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>>110099852
Kino game, shame you used it for your shill thread.
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>>110099852
explain how sharper shadows improves gameplay, without sounding like a sperg
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>>110099852
>NVIDIA IS DOING PATH TRACING

ok lets see nvidia do path tracing OUTSIDE of dlss
lets see if they are actually constructing the rays instead of letting ai reconstruct it with prebaked rays
lets see..
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File: 1782530484884843.gif (1.59 MB, 480x356)
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>taking a 50% performance and frame time hit to run an extra post process effect, then destroying your image quality with a noise mask is why you spend $2000+ on a gpu
Good morning saar! Bloody bastard have a good day
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>>110100613
you use your eyes to look at things when you game play
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>>110099852
Ok can you explain to me why you can't just pre-render a high quality version the shadow on the dev server?
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All this ray tracing and path tracing is a waste of time, unless you pause the game at a specific place and compare screenshots. None of it makes the game any more enjoyable to play.
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>>110099852
It all looks like blurry shit thanks to TAA so whats the point of it? Also they cant even do ray tracing properly without a shit ton of post processing, how would they path tracing properly? The noise would look hideous without the mountain amount of post processing going into it. It probably has more makeup on it than modern day bimbos
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>>110100910
The marketing for it should be illegal.
>Our product can do 4k path tracing at 300fps!*
>*When upscaled from 720p**
>**With 6 fake frames for every real one
>Actual performance is sub 40 FPS with 25ms frame time
>>
all of this tools just to make devs even more lazy. ray tracing IS NOT better than baked lighting. it's just cheaper.
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File: 1785765292565342.gif (168 KB, 600x569)
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Path tracing reproduces what reality does but it does it backwards tracing the light rays that only hit the pixels on the camera's sensor. Retards don't seem to understand these basics. It's literally how light behaves except it's simplified and non-spectral and such but it's still close enough so obviously it's also resource heavy. And it's simpler than rasterization + shaders.
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>>110100961
The actual die area needed for rt accelerators and how much it costs to build in a tsmc fab is low enough that most consumers would go "yeah I'll just pay that and get better lighting"

And pt is better than baked lighting in games with changing time of day and dynamic lights that you can move around.
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>>110100976
I forgot to mention that with raytracing, you do the backwards tracing too but only count explicit light sources. Path tracing calculates indirect lighting so it automatically supports area lights and global illumination regardless of the type of surface materials as long as you implement BSDF's, PDF's and such for each material and light source type.
>>
>trying to reverse calculate light vectors in real time is simpler than a preset light that only reacts when an object passes it
We are reaching levels of Indian i never thought possible
>>
You can't see every individual leaf's shadow in reality either
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>>110100996
Mathematically and algorithmically it is simpler and more elegant. You don't know shit. I've written software rasterizers and raytracers and path tracers and implemented metropolis light transport and stuff before LLM's were a thing.
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>>110099852
You have 40k to buy four 5090s so you could get more than 25 fps? And youre going to waste it on video games instead of buying a house or investing it??
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Hold up, let the indian cook. It's so mathematically simple which is why it doubles frame timings lol
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>>110101110
Simplicity does not correlate with efficiency. The algorithm is simple to understand, simple to write. That's about it. I'm not a fucking jeet either, I hate jeets.
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>>110101121
Are the jeets in the room right now?
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>>110101155
I wasn't the one who mentioned jeets first. I don't care about jeets but yeah sure I fucking hate them.
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>>110099852
So it's like Raytracing except that it is coded by brown shitskins that don't understand how light diffraction works?
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>>110099852
>BECAUSE I'M POOR OKAY"
I'm rich but I would be poor if I made dumb buying decisions, like getting a 5090 just to activate a fancy shadow effect and still having to use fake frames, slop AI upscalers and ruin image quality to get a playable framerate.
Being rich is about having money to invest until you become financially independent and free of wageslavery. Being rich is not owning a 5090 while being in debt and not even having $5k saved for emergencies. Only brainlets buy a bunch of depreciating assets, go into debt and then think of themselves as rich.
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>>110101000
Yeah it seems like they use a point light source as the sun.
For realism they should use a HDR sky dome as the light source, that's what actual path tracing normally uses.
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>>110099852
Does it make the game more fun?
>b-but muh graphi-
Does it make the game more fun?
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>>110101505
yep
seeing immersive environments and light interacting with it is fun
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File: 1784774861844932.png (764 KB, 807x537)
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>>110099852
Sloppers have lost their fucking mind.
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>>110101516
Well I suppose for a simple minded midwit like yourself this is true
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>>110099953
Graphics cards can't handle the global light sources required to replicate real life, so you end up with only a few discrete sources making the shadows.
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>>110099852
The rightmost screenshot looks like garbage so I'm not sure what your point was supposed to be.
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File: 1764584489655693.webm (3.82 MB, 1920x1080)
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>>110099852
shit is amazing
amdalits still play on raster lol they love playstation consolebabby shit
>>
>you can't make this a baked-in shadow because you just can't, okay. it's 2026 so everything should be grainy and noisy
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>>110099852
Why all the hatred of poorfags? Some people can't help that they weren't born into rich families.
>>
>>110101558
If you go from 190 FPS to 50 FPS, you've got a serious problem.
>>
>>110101565
Because they keep screeching all the time instead of trying to do something about it. Defeatist attitude is annoying.
>>
>>110100613
Graphics are important no matter how much you try to pretend they aren't.
>>
>>110101601
Artstyle and design are more important than graphical fidelity.
>>
Even a shit tier card like 3080 can run pt surprisingly well in some games thanks to upscaling, frame gen, ray reconstruction.
You can totally enable it in resident evil requiem.
Now imagine buying a 60xx gpu, way more people start using pt by that point.
>>
>>110101609
Graphical fidelity and artstyle are interlinked. If you're going for a realistic style, then high graphical fidelity is needed.
>>
File: 1783830232070053.png (1.27 MB, 1545x3225)
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>>110101615
Going for a realistic style is a skill issue.
>>
>>110101596
Sorry about upsetting your feelings nepo baby, why dont you ask mummy to buy you something so that you feel better?
>>
>>110101596
Economy and job market around the world is kinda shit though. Don't blame anybody who's bitching. Especially with tech prices doing what they are.
>>
>>110101615
Realistic styles are slop, they are everywhere and they all look the same. Is it being a tiny bit shinier really going to increase someones enjoyment of it when they have seen that exact style 100 times over?
>>
>>110101641
thank's for proving my point screeching poorfag, don't get uppity with your betters and take a shower
>>
File: 5090prices2.jpg (74 KB, 794x745)
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>>110099852
>BECAUSE I'M POOR
at these prices, we're all poor
>>
>>110101680
>De grafische kaart dood. Wat nou?
>>
>>110101698
zo lang mogelijk rekken met mn 4060TI en hopen op een beurscrash
>>
>>110101615
realism == lack of artistic vision
>>
>>110101019
you can't buy 5090s anymore, nvidia delisted them from their site
>>
Still looks like shit, cuckvidia jeet trying to earn a cowdung
>>
>>110101615
It's not realistic though. The example in the OP looks like how a shitskin niglet thinks light works.
Literal cargo cult nigger garbage.
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>>110100613
Sharper shadows means better depth perception for the player. A lot of games struggle with depth perception
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>>110101783
Lmao keep coping with your forced meme
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>>110101558
>550w for <60fps
wow.
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File: 20261018_131710.jpg (956 KB, 2880x2880)
956 KB JPG
>>110099852
>Actual tree shadows
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>>110101900
If you look at the top left image, the leaves are alot sharper because they are closer to the ground. Maybe the leaves in the game are just super close the ground, ever think of that?
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File: 1789432849164301.png (309 KB, 557x391)
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>>110102025
The fucking noise and over sharpening that DLSS/FSR cause makes me legit angry lol
It just obliterates all edge detail and its super distracting once you notice it, even worse than the fake frame artifacts. Taking a 40% performance hit to have an "epic" screenshot and utter garbage motion is full retard.
Not even SSAA hits performance or edge detail that hard.
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>>110102025
Yes, I've thought of that, and that's why I posted it: they aren't close enough to be that sharp and they aren't even realistic at that (picrel), which is an issue thst starts to show when you increase resolution/definition.
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File: 20261018_141406.jpg (1.59 MB, 3024x4032)
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>>110102210
Picrel are from just some 2 meters away, btw
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>>110099852
Yeah that's great nigger, wake me up when it runs natively without shitscaling at 4k144fps. It is possible. Well maybe not for a turd worlder.



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